Experence Explained
When a monster is killed, an adventurer gains an amount of field experience that is stored in his or her brain and is absorbed over time. There is, however, a maximum amount of experience that a character may store at one time. The experience storage capacity of a character is a somewhat constant value.
Capacity = 800 + LO statistic + DI statistic
This maximum is simply a ceiling. What this means is that if you have a 75 Logic and a 95 Discipline, you will be able to store up to 970 field experience points at a time. If you currently have 935 experience points in your experience "bucket" and kill a creature that would have netted you 150 experience points, you will only gain 35 points and have refilled your bucket, 115 points will have been lost in the ether, and unlike many say it does Not go to fame.
The experience you have stored is then absorbed in packets about once every minute at what have become known as experience pulses. Although a person cannot tell the exact amount of experience yet unabsorbed in his or her mind, by taking an experience reading, one can get a general, non-quantitative description of one's state of mind. The names of these "classifications" and what they signify are as follows:
| Classification | % of total Capacity | Must Rest | 96-100% | Numb | 81-95% | bec. numb | 66-80% | Muddled | 41-60% | Clear | 21-40% | Fresh and Clear | 0-20% | Clear as a bell | 0% |
Although one can still absorb field experience in the Must Rest state of mind, the amount absorbed, barring intervention from the gods, cannot exceed your maximum.
Now comes the complicated part. The rate at which your experience will be converted from stored field experience to earned "true" experience is based upon a number of things. The most significant distinction for most people is if he or she is on an area where experience absorption is accelerated, also know as an earth node. On a node, the amount of experience a person will absorb per pulse is.
INT (Amount in Bucket/(50-INT)+12
where the function "INT" means to round down to the nearest integer.
To determine your own rate, begin by finding your divisor, which is 50-INT. You then divide this number into the current amount in your bucket and chop off the decimal.
For example, a 26th level Human Wizard with a Logic of 71, an Intelligence of 65, and a Discipline of 100 will have a storage capacity of 971. His divisor will be 50, so if he is "fried" on a node, he will absorb INT(971/50) + 12 = 31 experience points on his first pulse. His next pulse will be INT(940/50) + 12 = 30 experience points.
Off of a node, the amount of experience that a person will absorb is.
INT(Noded value * (50 + IN Bonus + LO Bonus) / 100)
You find your own rate by first determining your modifier, which is (50 + Intelligence Bonus + Logic Bonus) / 100. This modifier cannot be greater than one, meaning that even a Halfling Wizard with a 100 in both the Intelligence and Logic statistic will not absorb more off of a node than on. You then multiply this modifier by the amount you would have absorbed if you were on a node (see the above formula) and round down to the nearest decimal.
Taking our Human wizard from above, if he were to move from the node to a non-node still with a full capacity mind. He would need to compute his modifier, which is:
(50 + IN bonus + LO bonus) / 100 = (50 + 12 + 15) / 100 = .77.
Now, he would compute the amount he would have absorbed if he were still safely on a node, which is INT(971/50) + 12 = 31. Multiply this 31 by the .77 factor and round down to get 23, the amount he will absorb.
This discovery has a great number of implications for stat placement in the future. For example, despite a recent statement in the Wizard folder that Logic is a largely useless statistic, Logic is actually very important. It is the biggest statistical factor in determining experience absorption since it helps determine both the maximum amount of field experience one can store and the rate at which that experience can be absorbed. Future generations may choose to give more attention to the Logic statistic than we have in the past.
Fame Points explained
this isnt how to become famous by the way.
Here is how fame is calculated:
creatures level X 100, + Exp gained from creature. This translate into a twenty year old that hunts a level 20 creature gets:
20 (level) * 100 = 2000 + 100 (Exp) = 2100 fame.
A twenty year old can hunt 500 such animals in a level, for a grand total of 1,050,000 fame for that year. Now for the twenty year old to hunt say a evel 11 creature he gets:
11 (level) * 100 = 1100 + 10 (Exp) = 1110 Fame.
A twenty training old adventurer can kill 5000 such animals in a single level for a total of 5,550,000 Fame. So the best way to earn fame points per level is to hunt low. However you are talking about taking the time to kill 4500 extra animals a level for that.
You do NOT get fame from the following things:
skinning, killing anything you cannot get exp from, Tending Wounds, Foraging, Killing other adventurers, picking pockets.
Remember, Exp points means nothing for experence in the lands, that is only gained by trial and error, and Fame points mean nothing, Look at some of the fame list, have You ever heard of most of them? Myself I feel the fame list is a joke since many of the truely famous are not there, but the power hunters are. Levels and fame are not everything, Friends and Family are.
Jaared
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